# Configuration file
additional {
    # List any mob names you want disabled on the server
    S:disableMobNames <
     >
    # Should player inventories be stored after death (can be later restored with ob_inventory command)
    B:dumpDeadPlayersInventories=true
}
blocks {
    B:autoanvil=true
    B:autoenchantmenttable=true
    B:beartrap=true
    B:bigbutton=true
    B:blockPlacer=true
    B:blockbreaker=true
    B:cannon=true
    B:canvas=true
    B:canvasglass=true
    B:donationStation=true
    B:drawingtable=true
    B:elevator=true
    B:fan=true
    B:flag=true
    B:goldenegg=true
    B:grave=true
    B:guide=true
    B:heal=true
    B:imaginary=true
    B:itemDropper=true
    B:ladder=true
    B

aintcan=true
    B

aintmixer=true
    B

ath=true
    B

rojector=true
    B:ropeladder=true
    B:scaffolding=true
    B:sky=true
    B:sponge=true
    B:sprinkler=true
    B:tank=true
    B:target=true
    B:trophy=true
    B:vacuumhopper=true
    B:village_highlighter=true
    B:xpbottler=true
    B:xpdrain=true
    B:xpshower=true
}
cartographer {
    # List of blocks that should be invisible to cartographer. Example: id:3,  OpenBlocks

penblocks_radio (case sensitive)
    S:blockBlacklist <
        "Natura:Cloud"
     >
}
crane {
    # Enable magnet turtles
    B:addTurtles=true
    # Use shift to control crane direction (otherwise, toggle every time)
    B:boringMode=true
    # Enable collision checking of crane arm
    B:doCraneCollisionCheck=false
    # Show magnet turtles in creative list
    B:showTurtles=true
    # Maximal distance from turtle to magnet when deactivating
    D:turtleMagnetDeactivateRange=3.0
    # Range of magnet CC peripheral
    D:turtleMagnetRange=32.0
}
cursor {
    # Amount of damage a cursor can take
    I:cursorMaxDamage=128
}
debug {
    # Show structures found by golden eye
    B:goldenEyeDebug=false
    # Dump extra amount of data, every time grave is created
    B:gravesDebug=false
}
dropblock {
    # XP consumed by elevator (total amount = ratio * distance)
    D:elevatorXpDrainRatio=0.0
    # Disable limit of blocks between elevators (equivalent to maxPassThrough = infinity)
    B:ignoreAllBlocks=false
    # The elevator will ignore half blocks when counting the blocks it can pass through
    B:ignoreHalfBlocks=false
    # The elevator will try to pass through blocks that have custom collision boxes
    B:irregularBlocksArePassable=true
    # The maximum amount of blocks the elevator can pass through before the teleport fails
    I:maxPassThrough=4
    # The range of the drop block
    I:searchDistance=20
    # Defines blocks that are handled specially by elevators. Entries are in form <modId>:<blockName>:<action> or id:<blockId>:<action>. Possible actions: abort (elevator can't pass block), increment (counts for elevatorMaxBlockPassCount limit) and ignore
    S:specialBlockRules <
     >
}
egg {
    # Can golden egg pick blocks while hatching (may lead to glitches)
    B

ickBlocks=true
}
fan {
    # Maximum force applied every tick to entities nearby (linear decay)
    D:fanForce=0.05
    # Range of fan in blocks
    D:fanRange=10.0
    # Is fan force controlled by redstone current
    B:isRedstoneActivated=true
}
features {
    # Explosive enchant can break blocks at level 3
    B:explosiveEnchantGrief=true
    # Id of explosive enchantment
    I:explosiveEnchantmentId=211
    # Id of flim flam enchantment
    I:flimFlamEnchantmentId=213
    # Should every player get info book on first login
    B:infoBook=true
    # Id of last stand enchantment
    I:lastStandEnchantmentId=212
    # Id of liquid XP fluid (WARNING: only for users who know what they are doing - changing this id can break worlds
    S:xpFluidId=xpjuice
    # Storage in mB needed to store single XP point
    I:xpToLiquidRatio=20
}
glasses {
    # 0.0 - no visible change to world, 1.0 - world fully obscured
    D

pacity=0.95
    # Use texture for obscuring world
    B:useTexture=true
}
graves {
    # Can grave spawn single block of dirt when it has no block under?
    B:canSpawnBase=true
    # Try to overwrite blocks with graves if no suitable place is found on first try
    B:destructiveGraves=false
    # Spawn rate, range: 0..1, default: about 1 per 50s
    D:skeletonSpawnRate=0.002
    # Size of cube searched for spaces suitable for grave spawning
    I:spawnRange=10
    # Should grave randomly spawn skeletons
    B:spawnSkeletons=true
    # Frequency of special action on grave digging, 0..1
    D:specialActionFrequency=0.03
    # Store contents of spawned graves into separate NBT files (can later be restored with ob_inventory command)
    B:storeContents=true
    # Should grave try to spawn when player died by falling into void? (false -> legacy behaviour)
    B:voidFix=true
}
guide {
    # How builder guide should react to redstone. 0 - not sensitive, 1 - powered == on, -1 - inverted
    I:redstoneSensitivity=1
    # Square of guide maximum render distance
    D:renderDistanceSq=65536.0
}
hacks {
    # Enable experimental features that may be buggy or broken entirely
    B:enableExperimentalFeatures=false
}
imaginary {
    # Speed of imaginary blocks fading/appearing
    D:fadingSpeed=0.0075
    # Number of newly created crayon/pencil uses
    D:numberOfUses=10.0
}
items {
    B:cartographer=true
    B:craneBackpack=true
    B:craneControl=true
    B:crayonGlasses=true
    B:cursor=true
    B:devnull=true
    B:emptyMap=true
    B:filledbucket=true
    B:goldenEye=true
    B:hangglider=true
    B:heightMap=true
    B:infoBook=true
    B:luggage=true
    B

aintBrush=true
    B

edometer=true
    B

encilGlasses=true
    B:seriousGlasses=true
    B:sleepingBag=true
    B:slimalyzer=true
    B:sonicglasses=true
    B:spongeonastick=true
    B:squeegee=true
    B:stencil=true
    B:tastyClay=true
    B:technicolorGlasses=true
}
loot {
    B:donationStation=false
    B

aintBrush=false
    B:sonicGlasses=false
    B:stencil=false
    B:technicolorGlasses=true
}
magnet {
    # Can crane magnet pick block?
    B

ickBlocks=true
    # Can crane magnet pick entities?
    B

ickEntities=true
}
radio {
    # Music merchant id (-1 to disable)
    I:radioVillagerId=6156
    # Should tuned crystals sell records too
    B:radioVillagerSellsRecords=true
}
scaffolding {
    # The rate at which scaffolding should break. 0 - fastest
    I:despawnRate=4
}
sponge {
    # Sponge block range (distance from center)
    I:spongeRange=3
    # SpongeOnAStick use count
    I:spongeStickUseCount=256
}
sprinkler {
    # 1/chance that crops will be fertilized with bonemeal
    I:bonemealFertilizeChance=200
    # The range in each cardinal direction that crops will be affected.
    I:effectiveRange=4
    # 1/chance that crops will be fertilized without bonemeal
    I:fertilizeChance=500
}
tanks {
    # The amount of buckets each tank can hold
    I:bucketsPerTank=16
    # Should filled tanks be searchable with creative menu
    B:displayAllFluids=true
    # Tanks will emit light when they contain a liquid that glows (eg. lava)
    B:emitLight=true
    # Should tanks try to balance liquid amounts with neighbours
    B:tankTicks=true
}
tomfoolery {
    # You know, THAT thing! That you shouldn't do in public!
    B:doItWhileTyping=false
    # Blacklist for effects used by flim-flam enchantment
    S:flimFlamBlacklist <
     >
    # Allow only flimflams that don't cause death (or at least very rarely)
    B:safeOnly=false
    # Are you serious too?
    B:weAreSeriousPeople=true
}
trophy {
    # The chance (from 0 to 1) of a trophy drop. for example, 0.001 for 1/1000
    D:trophyDropChance=0.001
}